4,675 research outputs found
Animating Virtual Human for Virtual Batik Modeling
This research paper describes a development of animating virtual human for virtual
batik modeling project. The objectives of this project are to animate the virtual
human, to map the cloth with the virtual human body, to present the batik cloth, and
to evaluate the application in terms of realism of virtual human look, realism of
virtual human movement, realism of 3D scene, application suitability, application
usability, fashion suitability and user acceptance. The final goal is to accomplish an
animated virtual human for virtual batik modeling. There are 3 essential phases
which research and analysis (data collection of modeling and animating technique),
development (model and animate virtual human, map cloth to body and add a music)
and evaluation (evaluation of realism of virtual human look, realism of virtual human
movement, realism of props, application suitability, application usability, fashion
suitability and user acceptance). The result for application usability is the highest
percentage which 90%. Result show that this application is useful to the people. In
conclusion, this project has met the objective, which the realism is achieved by used a
suitable technique for modeling and animating
A survey of real-time crowd rendering
In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft
A spring force formulation for elastically deformable models
Cataloged from PDF version of article.Continuous deformable models are generally represented using a grid of control points. The elastic properties are then modeled using the interactions between these points. The formulations based on elasticity theory express these interactions using stiffness matrices. These matrices store the elastic properties of the models and they should be evolved in time according to changing elastic properties of the models. However, forming the stiffness matrices at any step of an animation is very difficult and sometimes the differential equations that should be solved to produce animation become ill-conditioned. Instead of modeling the elasticities using stiffness matrices, the interactions between model points could be expressed in terms of external spring forces. In this paper, a spring force formulation for animating elastically deformable models is presented. In this formulation, elastic properties of the materials are represented as external spring forces as opposed to forming complicated stiffness matrices. (C) 1997 Elsevier Science Ltd
Learning to Navigate Cloth using Haptics
We present a controller that allows an arm-like manipulator to navigate
deformable cloth garments in simulation through the use of haptic information.
The main challenge of such a controller is to avoid getting tangled in, tearing
or punching through the deforming cloth. Our controller aggregates force
information from a number of haptic-sensing spheres all along the manipulator
for guidance. Based on haptic forces, each individual sphere updates its target
location, and the conflicts that arise between this set of desired positions is
resolved by solving an inverse kinematic problem with constraints.
Reinforcement learning is used to train the controller for a single
haptic-sensing sphere, where a training run is terminated (and thus penalized)
when large forces are detected due to contact between the sphere and a
simplified model of the cloth. In simulation, we demonstrate successful
navigation of a robotic arm through a variety of garments, including an
isolated sleeve, a jacket, a shirt, and shorts. Our controller out-performs two
baseline controllers: one without haptics and another that was trained based on
large forces between the sphere and cloth, but without early termination.Comment: Supplementary video available at https://youtu.be/iHqwZPKVd4A.
Related publications http://www.cc.gatech.edu/~karenliu/Robotic_dressing.htm
A PROPOSED CHARACTER ANIMATION WORKFLOW FOR DIGITAL PRODUCTION ARTS WITH PREPARATION FOR CLOTH DYNAMICS
In a fast-paced production studio, procedures and standard operating practices have been created to ensure maximum use of resources, while being flexible enough to account for problems that might arise. For the animation section of the pipeline, it is imperative to produce animation in a timely manner so that the other sections of the pipeline that are dependent on animation can begin at an appropriate time. Using \u27Mileena Malign\u27 and \u27SpaceCat\u27 as case studies, a possible workflow for computer animation--specifically as it pertains to preparation for cloth dynamics--is developed, with highlights on the advantages and challenges encountered. This thesis presents a method for efficiently and effectively creating animation within a multi-tiered CG production pipeline
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View-dependent adaptive cloth simulation
This paper describes a method for view-dependent cloth simulation using dynamically adaptive mesh refinement and coarsening. Given a prescribed camera motion, the method adjusts the criteria controlling refinement to account for visibility and apparent size in the camera's view. Objectionable dynamic artifacts are avoided by anticipative refinement and smoothed coarsening. This approach preserves the appearance of detailed cloth throughout the animation while avoiding the wasted effort of simulating details that would not be discernible to the viewer. The computational savings realized by this method increase as scene complexity grows, producing a 2× speed-up for a single character and more than 4× for a small group
Scalable partitioning for parallel position based dynamics
We introduce a practical partitioning technique designed for parallelizing Position Based Dynamics, and exploiting
the ubiquitous multi-core processors present in current commodity GPUs. The input is a set of particles whose
dynamics is influenced by spatial constraints. In the initialization phase, we build a graph in which each node
corresponds to a constraint and two constraints are connected by an edge if they influence at least one common
particle. We introduce a novel greedy algorithm for inserting additional constraints (phantoms) in the graph
such that the resulting topology is q-colourable, where ˆ qˆ ≥ 2 is an arbitrary number. We color the graph, and
the constraints with the same color are assigned to the same partition. Then, the set of constraints belonging to
each partition is solved in parallel during the animation phase. We demonstrate this by using our partitioning
technique; the performance hit caused by the GPU kernel calls is significantly decreased, leaving unaffected the
visual quality, robustness and speed of serial position based dynamics
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